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7/30/2019 War %26 Conquest QRS A

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Skirmishers & Chariots always double pace without Command T

1 Start of Game 4 Combat

2 Movement 5 Resolution Ignore fleeing or in combat enemies. Skirmishers < 5" take Command T

3 Shoot 6 End Phase

Unit must have fewer files than ranks at the start of the round.

May only quick march across clear terrain or along roads or path

Units may not quick march if any non-fleeing enemy are within

Player maintains Strategic Advantage regardless of move choiceMay maneuver, double pace & quick march while wheeling.

Units move straight back 1/2 base move & maintain front facing

Units may turn up to 180 degrees

Command Test is required for:

Single unit charging multiple units (within 2" of each other)

Multiple units charging a single unit Unit may +/- a rank, or part thereof, for 3" of base move per ran

Pass command test. No other actions. Drilled re-roll failed tests.

Move Infantry

or Cavalry

Wheel Skirmish & Chariot

Backward

 Regular 

 Light  (1@dbl.)

 Drilled  (1@dbl.)

Undisciplined 

 Regular 

 Drilled & Light 

 Regular 

 Drilled & Light 

* -1 per enemy unit in proximity † Command test if in enemy proximi

Clear Terrain - No movement, shooting, or combat restrictions

Dense Terrain - Forests, rivers & marshes

4" 7" 18"

5" 8" 10"

6" 9" 18"

Impenetrable Terrain - Severe hills, cliffs, swamps, & deep wa

Skirmish Cavalry

All cavalry & infantry battle formations only move d6", even to

charge. Skirmish infantry roll 2d6 & select higher score. All ba

formations are disordered while in this terrain.

All formations move normally. No double pace or charge move

Use pursuit & flee dice to determine move rates. Cavalry in wo

may only use advance move, even to charge. Walls, fences, & hhigher than 1.5" are impassible. Regular formations & light cav

formations are disordered in this terrain.

Turned earth, broken ground, crops, copses of trees

groves, undergrowth, fords & crossings

Light Inf.

FormationFormation

Regular Inf.

Pursuit & Flee Movement (3d6)

Skirmish Inf.

Values Selecte

Highest & lowes

Highests & loweAll Cavalry

Values Selected

Two lowest die

Two highest die

War & Conquest Reference Sheet

Change formation

Double Pace (2x Movement)

No NA 3" NA NA

Double P

No double pace in an enemy formation's frontal attack zone & 5

Turns

Add or subtract ranks

Base move Cav. 4 fig. wide min. Cmd.Test

EnePro

Charge move Battle Formations

The player whose round it is moves & charges.

Declare Charges & Charge Reactions

Make all charge & regular moves in any order

Make charge reactions when charging units actually move

Units wheel as much as desired provided they enough movemen

If charged in flank, rear, or multiple facings unit must take

Command Test. If failed, unit is disordered.

Stand &

Shoot

Flee

EnemyProx.

CostUnits being charged may:

Charges & Reactions

Enemy in front facing only Cmd.Test

Turn Sequence Summary (Player Round A & B)

Start of GameRoll for Strategic Advantage (High die wins)

Movement

Player with Strategic Advantage may move 1st or 2nd round

Roll 1d6 & add Strategy Intervention Points (add 1d6 per point)

Light Cavalry

Charger may choose to halt by rolling a command test. If the test is passed treat the charge as a failed charge. If the

test is failed the charge must continue.

Light Infantry

Stand

Fast

Unit will flee directly away from the enemy charging them

in the same manner as fleeing troops (p.91).

If all charging enemy are ≥ 5" away the defender may

shoot. May only target one charging unit. May only mass

fire if charger was in frontal attack zone.

If charging enemy are ≥ 5" away, defender may counter

charge in frontal attack zone. Cavalry only counter other

cavalry. Do not move counter chargers.

Counter

Charge

If all charging enemy are ≥ 5" away the defender may

shoot & flee. Unit's flee distance is 1d6 for infantry & 2d6

for cavalry & chariots. Cannot use massed fire.

Shoot &

Flee

Skirmish Infantry

Fall Back (p. 32)

Uneven

Terrain

ManeuversWheel (p. 32) Turning (p. 34)

Revealed

Units

Only units within the "frontal attack zone" may be charged

all other revealed charges fail.

Regular Cavalry

Option 1:

Charge normally. If charger was in revealed unit's front

facing & seen at the start of the turn respond with any

charge reaction (except counter-charge).

Terrain

Difficult

Terrain

Woods, shallow water, ditches, ruins & rubble, walls

 fences, hedges, & steep hills

All formations move normally. No double pace or charge move

Add d6" to basic move. Chariots may only advance.

Drift/Oblique (p. 34) Change Formation (p. 36.)

Option 2:

Characters do not double pace or quick march.

Character on horse

Character on foot

Regular Infantry

Movement Rates

Add or Subtract Ranks (p. 35)

Character in chariot

Failed

Charges

Charger moves 1d6 for infantry or 2d6 for cavalry toward

enemy, taking into account terrain.

Defender may flee, or shoot & flee. Unit will

automatically rally at end of move. Move as noted for

fleeing (p. 91). If attacker still contacts, fight as normal.

FeignFlight

Quick March (3x Movement)

Wheeling

Backward Movement

Enemy in "frontal attack zone" Double pace Inf. 6 fig. wide min. Normal

Units turn as often as desired provided they enough movement.

Maneuver

When charging:

≤ 10

No NA 1:1 Yes † ≤ 5

No NA 1:1 Yes †

NA

Yes NA 2:1 NA NA

No NA 1:1 No

Turning

No NA 2"

No NA 1"

NA

Yes

NA

No NA 2" Yes ≤ 10

≤ 10

+/- RanksNo NA 3" NA NA

No NA 3" Yes ≤ 10

NA NA

Yes ≤ 10" * All NA NA

Change

Form.

Yes ≤ 10" * All

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